283 lines
8.5 KiB
Ucode
283 lines
8.5 KiB
Ucode
//=============================================================================
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// KFExplosion_HRG_Vampire_BloodBall
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//=============================================================================
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// Used by projectiles and kismet to spawn an explosion
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2020 Tripwire Interactive LLC
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//=============================================================================
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class KFExplosion_HRG_Vampire_BloodBall extends KFExplosionActorLingering;
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var() class<KFDamageType> HealingDamageType;
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var() float HealingAmount;
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var AkEvent SmokeLoopStartEvent;
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var AkEvent SmokeLoopStopEvent;
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var KFPerk CachedInstigatorPerk;
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var float ChargePercentage;
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var float DamageByChargePercentage;
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var float fMinAmmoutHealing;
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var float fMaxAmmoutHealing;
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var float fAltMinAmmoutHealing;
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var float fAltMaxAmmoutHealing;
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var bool bHealsInstigator;
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var bool bHealsDifferentAmmoutToInstigator;
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var float ImpactDecalSizeMax;
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var float ImpactDecalSizeMin;
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simulated function SpawnExplosionParticleSystem(ParticleSystem Template)
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{
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local ParticleSystemComponent PSC;
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local vector vec;
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// If the template is none, grab the default
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if( !ExplosionTemplate.bAllowPerMaterialFX && Template == none )
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{
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Template = KFGameExplosion(ExplosionTemplate).ExplosionEffects.DefaultImpactEffect.ParticleTemplate;
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}
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// Use custom pool
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PSC = WorldInfo.MyEmitterPool.SpawnEmitter(Template, Location, rotator(ExplosionTemplate.HitNormal), None);
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//ChargePercentage
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vec.X = ChargePercentage;
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vec.Y = ChargePercentage;
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vec.Z = ChargePercentage;
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PSC.SetVectorParameter( name("BlobCharge"), vec);
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PSC.SetFloatParameter( name("MineFxControlParam"), ChargePercentage);
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}
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/*
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* @param Direction For bDirectionalExplosion=true explosions, this is the forward direction of the blast.
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* Overridden to add the ability to spawn fragments from the explosion
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**/
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simulated function Explode(GameExplosion NewExplosionTemplate, optional vector Direction)
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{
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local KFPawn KFP;
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super.Explode(NewExplosionTemplate, Direction);
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if( Instigator != none )
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{
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KFP = KFPawn(Instigator);
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if( KFP != none )
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{
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CachedInstigatorPerk = KFP.GetPerk();
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}
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}
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if (Role == Role_Authority)
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{
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//DelayedExplosionDamage();
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SetTimer(Interval, false, nameof(DelayedExplosionDamage), self);
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}
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}
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/**
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* Deal damage or heal players
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*/
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protected simulated function AffectsPawn(Pawn Victim, float DamageScale)
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{
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local KFPawn_Human HumanVictim;
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local KFPawn_Monster MonsterVictim;
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local KFProj_MedicGrenade OwnerProjectile;
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local bool bCanRepairArmor;
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local Box BBox;
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local vector BBoxCenter;
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local Actor HitActor;
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local bool bDamageBlocked;
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local float AmountToHeal;
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if( Victim != none && Victim.IsAliveAndWell() )
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{
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MonsterVictim = KFPawn_Monster(Victim);
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if( MonsterVictim != none )
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{
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if( bWasFadedOut|| bDeleteMe || bPendingDelete )
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{
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return;
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}
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Victim.GetComponentsBoundingBox(BBox);
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BBoxCenter = (BBox.Min + BBox.Max) * 0.5f;
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HitActor = TraceExplosive(BBoxCenter, Location + vect(0, 0, 20));
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bDamageBlocked = (HitActor != None && HitActor != Victim);
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if(bDamageBlocked && HitActor.IsA('KFDoorActor'))
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{
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bDamageBlocked = false;
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}
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if( !bDamageBlocked )
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{
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Victim.TakeRadiusDamage(InstigatorController, ExplosionTemplate.Damage * DamageScale, ExplosionTemplate.DamageRadius,
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ExplosionTemplate.MyDamageType, ExplosionTemplate.MomentumTransferScale, Location, bDoFullDamage,
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(Owner != None) ? Owner : self, ExplosionTemplate.DamageFalloffExponent);
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}
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}
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else
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{
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Victim.GetComponentsBoundingBox(BBox);
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BBoxCenter = (BBox.Min + BBox.Max) * 0.5f;
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HitActor = TraceExplosive(BBoxCenter, Location + vect(0, 0, 20));
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bDamageBlocked = (HitActor != None && HitActor != Victim);
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if(bDamageBlocked && HitActor.IsA('KFDoorActor'))
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{
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bDamageBlocked = false;
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}
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if(!bDamageBlocked)
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{
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if(!bHealsInstigator && Victim == Instigator)
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{
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return;
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}
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HumanVictim = KFPawn_Human(Victim);
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if( HumanVictim != none && HumanVictim.GetExposureTo(Location) > 0 )
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{
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OwnerProjectile = KFProj_MedicGrenade(Owner);
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if( OwnerProjectile != none )
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{
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bCanRepairArmor = OwnerProjectile.HealedPawns.Find( HumanVictim ) == INDEX_NONE;
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}
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if(bHealsDifferentAmmoutToInstigator && bHealsInstigator && Victim == Instigator)
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{
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AmountToHeal = FMax(fAltMinAmmoutHealing, Lerp(fAltMinAmmoutHealing, fAltMaxAmmoutHealing, DamageByChargePercentage));
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HumanVictim.HealDamage( AmountToHeal, InstigatorController, HealingDamageType, bCanRepairArmor);
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}
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else
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{
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AmountToHeal = FMax(fMinAmmoutHealing, Lerp(fMinAmmoutHealing, fMaxAmmoutHealing, DamageByChargePercentage));
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HumanVictim.HealDamage( AmountToHeal, InstigatorController, HealingDamageType, bCanRepairArmor);
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}
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if( bCanRepairArmor )
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{
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OwnerProjectile.HealedPawns.AddItem( HumanVictim );
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}
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}
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}
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}
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}
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}
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simulated protected function UpdateExplosionTemplateWithPerMaterialFX(PhysicalMaterial PhysMaterial)
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{
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super.UpdateExplosionTemplateWithPerMaterialFX(PhysMaterial);
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// Set a default impact effect if there isn't a physical material
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if( PhysMaterial == none )
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{
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MyImpactEffect = KFGameExplosion(ExplosionTemplate).ExplosionEffects.DefaultImpactEffect;
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}
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else if( WorldInfo.MyImpactEffectManager != none ) // none on dedicated server
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{
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`ImpactEffectManager.GetImpactEffect(PhysMaterial, MyImpactEffect,KFGameExplosion(ExplosionTemplate).ExplosionEffects);
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}
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if( MyImpactEffect.ParticleTemplate != none )
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{
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ExplosionTemplate.ExplosionSound = MyImpactEffect.Sound;
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}
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}
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//Copied from KFExplosionActor -> SpawnExplosionDecal
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//Added support to variable DecalSize depending on blood ball charge.
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simulated function SpawnExplosionDecal()
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{
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local MaterialInterface MI;
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local MaterialInstanceTimeVarying MITV_Decal;
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local int DecalMaterialsLength;
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local float DecalSize, DecalThickness;
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local KFGameExplosion KFExplosionTemplate;
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if( WorldInfo.bDropDetail )
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{
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return;
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}
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// If the template is none, grab the default
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if( !ExplosionTemplate.bAllowPerMaterialFX )
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{
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KFExplosionTemplate = KFGameExplosion(ExplosionTemplate);
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if( KFExplosionTemplate == none || KFExplosionTemplate.ExplosionEffects == none )
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{
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return;
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}
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MyImpactEffect = KFExplosionTemplate.ExplosionEffects.DefaultImpactEffect;
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}
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// if we have a decal to spawn on impact
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DecalMaterialsLength = MyImpactEffect.DecalMaterials.length;
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if( DecalMaterialsLength > 0 )
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{
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MI = MyImpactEffect.DecalMaterials[Rand(DecalMaterialsLength)];
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if( MI != None )
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{
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DecalSize = Lerp(ImpactDecalSizeMin, ImpactDecalSizeMax, ChargePercentage);
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//Always extend decal thickness for explosions
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DecalThickness = DecalSize * 2.f;
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if( MaterialInstanceTimeVarying(MI) != none )
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{
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MITV_Decal = new(self) class'MaterialInstanceTimeVarying';
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MITV_Decal.SetParent( MI );
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WorldInfo.ExplosionDecalManager.SpawnDecal(MITV_Decal, ExplosionTemplate.HitLocation, rotator(-ExplosionTemplate.HitNormal), DecalSize, DecalSize, DecalThickness, FALSE,(MyImpactEffect.bNoDecalRotation) ? 0.f : (FRand() * 360.0) );
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//here we need to see if we are an MITV and then set the burn out times to occur
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MITV_Decal.SetScalarStartTime( MyImpactEffect.DecalDissolveParamName, MyImpactEffect.DecalDuration );
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}
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else
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{
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WorldInfo.ExplosionDecalManager.SpawnDecal( MI, ExplosionTemplate.HitLocation, rotator(-ExplosionTemplate.HitNormal), DecalSize, DecalSize, DecalThickness, true,
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(MyImpactEffect.bNoDecalRotation) ? 0.f : (FRand() * 360.0),,,,,,, MyImpactEffect.DecalDuration );
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}
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}
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}
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}
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DefaultProperties
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{
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HealingDamageType=class'KFDT_Healing'
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HealingAmount=0;
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fMinAmmoutHealing=12; //10;
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fMaxAmmoutHealing=60; //50;
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ImpactDecalSizeMax=425.f
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ImpactDecalSizeMin=178.f
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Interval=0
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MaxTime=0.0
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FadeOutTime=0.0
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bExplodeMoreThanOnce=false
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bDoFullDamage=false
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bOnlyDamagePawns=true
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bSkipLineCheckForPawns=true
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LoopStartEvent=none
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LoopStopEvent=none
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//EXPERIMENTAL FEATURES FOR DESIGN
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bHealsInstigator = false;
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bHealsDifferentAmmoutToInstigator = false;
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fAltMinAmmoutHealing=1;
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fAltMaxAmmoutHealing=5;
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}
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